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/cvs/deliantra/server/server/apply.C
(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.113 by root, Tue Jul 10 05:51:38 2007 UTC vs.
Revision 1.124 by root, Thu Aug 16 11:01:10 2007 UTC

92 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
93 */ 93 */
94static int 94static int
95apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
96{ 96{
97 dynbuf_text buf;
98
97 object *id, *marked; 99 object *id, *marked;
98 int success = 0;
99 100
100 if (pl == NULL || pl->type != PLAYER) 101 if (pl == NULL || pl->type != PLAYER)
101 return 0; 102 return 0;
102 103
103 /* Check for MONEY type is a special hack - it prevents 'nothing needs 104 /* Check for MONEY type is a special hack - it prevents 'nothing needs
106 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 107 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
107 return 0; 108 return 0;
108 109
109 marked = find_marked_object (pl); 110 marked = find_marked_object (pl);
110 /* if the player has a marked item, identify that if it needs to be 111 /* if the player has a marked item, identify that if it needs to be
111 * identified. IF it doesn't, then go through the player inventory. 112 * identified. If it doesn't, then go through the player inventory.
112 */ 113 */
113 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 114 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
114 { 115 {
115 if (operate_altar (altar, &money)) 116 if (operate_altar (altar, &money))
116 { 117 {
117 identify (marked); 118 identify (marked);
118 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 119
120 buf.printf ("You have %s.", long_desc (marked, pl));
119 if (marked->msg) 121 if (marked->msg)
120 { 122 buf << "The item has a story:\n" << marked->msg;
121 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 123
122 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
123 }
124 return money == NULL; 124 return money == NULL;
125 } 125 }
126 } 126 }
127 127
128 for (id = pl->inv; id; id = id->below) 128 for (id = pl->inv; id; id = id->below)
130 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 130 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
131 { 131 {
132 if (operate_altar (altar, &money)) 132 if (operate_altar (altar, &money))
133 { 133 {
134 identify (id); 134 identify (id);
135 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 135
136 buf.printf ("You have %s.", long_desc (id, pl));
136 if (id->msg) 137 if (marked->msg)
137 { 138 buf << "The item has a story:\n" << marked->msg;
138 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 139
139 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
140 }
141 success = 1;
142 /* If no more money, might as well quit now */ 140 /* If no more money, might as well quit now */
143 if (money == NULL || !check_altar_sacrifice (altar, money)) 141 if (money == NULL || !check_altar_sacrifice (altar, money))
144 break; 142 break;
145 } 143 }
146 else 144 else
148 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 146 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
149 break; 147 break;
150 } 148 }
151 } 149 }
152 } 150 }
153 if (!success) 151
154 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 152 if (buf.empty ())
153 buf << ("You have nothing that needs identifying");
154
155 pl->contr->infobox (buf);
156
155 return money == NULL; 157 return !money;
156} 158}
157 159
158/** 160/**
159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 161 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
160 * matching item. 162 * matching item.
161 **/ 163 **/
162static void 164void
163handle_apply_yield (object *tmp) 165handle_apply_yield (object *tmp)
164{ 166{
165 const char *yield; 167 const char *yield;
166 168
167 yield = get_ob_key_value (tmp, "on_use_yield"); 169 yield = get_ob_key_value (tmp, "on_use_yield");
195 197
196 floor = GET_MAP_OB (op->map, op->x, op->y); 198 floor = GET_MAP_OB (op->map, op->x, op->y);
197 199
198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 200 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
199 { 201 {
200 if (op->type == PLAYER)
201 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 202 op->errormsg ("Gods prevent you from using this here, it's sacred ground!");
203
202 CLEAR_FLAG (tmp, FLAG_APPLIED); 204 CLEAR_FLAG (tmp, FLAG_APPLIED);
203 return 0; 205 return 0;
204 } 206 }
205 207
206 if (op->type == PLAYER) 208 if (op->type == PLAYER)
232 234
233 if (depl) 235 if (depl)
234 { 236 {
235 for (i = 0; i < NUM_STATS; i++) 237 for (i = 0; i < NUM_STATS; i++)
236 if (depl->stats.stat (i)) 238 if (depl->stats.stat (i))
237 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 239 op->statusmsg (restore_msg[i]);
238 240
239 depl->destroy (); 241 depl->destroy ();
240 op->update_stats (); 242 op->update_stats ();
241 } 243 }
242 else 244 else
243 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 245 op->statusmsg ("Your potion had no effect.");
244 246
245 decrease_ob (tmp); 247 decrease_ob (tmp);
246 return 1; 248 return 1;
247 } 249 }
248 250
249 /* improvement potion - only for players */ 251 /* improvement potion - only for players */
250 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 252 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
251 { 253 {
252 for (i = 1; i < MIN (11, op->level); i++) 254 for (i = 1; i < MIN (11, op->level); i++)
253 { 255 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 256 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 { 257 {
256 if (op->contr->levhp[i] != 1) 258 if (op->contr->levhp[i] != 1)
257 { 259 {
258 op->contr->levhp[i] = 1; 260 op->contr->levhp[i] = 1;
259 break; 261 break;
260 } 262 }
263
261 if (op->contr->levsp[i] != 1) 264 if (op->contr->levsp[i] != 1)
262 { 265 {
263 op->contr->levsp[i] = 1; 266 op->contr->levsp[i] = 1;
264 break; 267 break;
265 } 268 }
269
266 if (op->contr->levgrace[i] != 1) 270 if (op->contr->levgrace[i] != 1)
267 { 271 {
268 op->contr->levgrace[i] = 1; 272 op->contr->levgrace[i] = 1;
269 break; 273 break;
270 } 274 }
274 if (op->contr->levhp[i] < 9) 278 if (op->contr->levhp[i] < 9)
275 { 279 {
276 op->contr->levhp[i] = 9; 280 op->contr->levhp[i] = 9;
277 break; 281 break;
278 } 282 }
283
279 if (op->contr->levsp[i] < 6) 284 if (op->contr->levsp[i] < 6)
280 { 285 {
281 op->contr->levsp[i] = 6; 286 op->contr->levsp[i] = 6;
282 break; 287 break;
283 } 288 }
289
284 if (op->contr->levgrace[i] < 3) 290 if (op->contr->levgrace[i] < 3)
285 { 291 {
286 op->contr->levgrace[i] = 3; 292 op->contr->levgrace[i] = 3;
287 break; 293 break;
288 } 294 }
296 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 302 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
297 { 303 {
298 if (got_one) 304 if (got_one)
299 { 305 {
300 op->update_stats (); 306 op->update_stats ();
301 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 307 op->statusmsg ("The Gods smile upon you and remake you "
302 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 308 "a little more in their image. "
303 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 309 "You feel a little more perfect.", NDI_GREEN);
304 } 310 }
305 else 311 else
306 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 312 op->statusmsg ("The potion had no effect - you are already perfect.");
307 } 313 }
308 else 314 else
309 { /* cursed potion */ 315 { /* cursed potion */
310 if (got_one) 316 if (got_one)
311 { 317 {
312 op->update_stats (); 318 op->update_stats ();
313 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 319 op->errormsg ("The Gods are angry and punish you.");
314 } 320 }
315 else 321 else
316 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 322 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
317 } 323 }
318 324
319 decrease_ob (tmp); 325 decrease_ob (tmp);
320 return 1; 326 return 1;
321 } 327 }
330 { 336 {
331 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 337 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
332 { 338 {
333 object *fball; 339 object *fball;
334 340
335 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 341 op->errormsg ("Yech! Your lungs are on fire!");
342
336 /* Explodes a fireball centered at player */ 343 /* Explodes a fireball centered at player */
337 fball = get_archetype (EXPLODING_FIREBALL); 344 fball = get_archetype (EXPLODING_FIREBALL);
338 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 345 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
339 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 346 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
340 fball->x = op->x; 347 fball->x = op->x;
343 } 350 }
344 else 351 else
345 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 352 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
346 353
347 decrease_ob (tmp); 354 decrease_ob (tmp);
355
348 /* if youre dead, no point in doing this... */ 356 /* if youre dead, no point in doing this... */
349 if (!QUERY_FLAG (op, FLAG_REMOVED)) 357 if (!QUERY_FLAG (op, FLAG_REMOVED))
350 op->update_stats (); 358 op->update_stats ();
359
351 return 1; 360 return 1;
352 } 361 }
353 362
354 /* Deal with protection potions */ 363 /* Deal with protection potions */
355 force = NULL; 364 force = NULL;
357 { 366 {
358 if (tmp->resist[i]) 367 if (tmp->resist[i])
359 { 368 {
360 if (!force) 369 if (!force)
361 force = get_archetype (FORCE_NAME); 370 force = get_archetype (FORCE_NAME);
371
362 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 372 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
363 force->type = POTION_EFFECT; 373 force->type = POTION_EFFECT;
364 break; /* Only need to find one protection since we copy entire batch */ 374 break; /* Only need to find one protection since we copy entire batch */
365 } 375 }
366 } 376 }
377
367 /* This is a protection potion */ 378 /* This is a protection potion */
368 if (force) 379 if (force)
369 { 380 {
370 /* cursed items last longer */ 381 /* cursed items last longer */
371 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 382 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
390 { /* only for players */ 401 { /* only for players */
391 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 402 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
392 CLEAR_FLAG (tmp, FLAG_APPLIED); 403 CLEAR_FLAG (tmp, FLAG_APPLIED);
393 else 404 else
394 SET_FLAG (tmp, FLAG_APPLIED); 405 SET_FLAG (tmp, FLAG_APPLIED);
406
395 if (!change_abil (op, tmp)) 407 if (!change_abil (op, tmp))
396 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 408 op->statusmsg ("Nothing happened.");
397 } 409 }
398 410
399 /* CLEAR_FLAG is so that if the character has other potions 411 /* CLEAR_FLAG is so that if the character has other potions
400 * that were grouped with the one consumed, his 412 * that were grouped with the one consumed, his
401 * stat will not be raised by them. fix_player just clears 413 * stat will not be raised by them. fix_player just clears
417static int 429static int
418check_item (object *op, const char *item) 430check_item (object *op, const char *item)
419{ 431{
420 int count = 0; 432 int count = 0;
421 433
422 434 if (!item)
423 if (item == NULL)
424 return 0; 435 return 0;
425 436
426 op = op->below; 437 for (op = op->below; op; op = op->below)
427 while (op != NULL)
428 { 438 {
429 if (strcmp (op->arch->archname, item) == 0) 439 if (strcmp (op->arch->archname, item) == 0)
430 { 440 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 441 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 442 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
435 count++; 445 count++;
436 else 446 else
437 count += op->nrof; 447 count += op->nrof;
438 } 448 }
439 } 449 }
440
441 op = op->below;
442 } 450 }
443 451
444 return count; 452 return count;
445} 453}
446 454
456 object *prev; 464 object *prev;
457 465
458 prev = op; 466 prev = op;
459 op = op->below; 467 op = op->below;
460 468
461 while (op != NULL) 469 while (op)
462 { 470 {
463 if (strcmp (op->arch->archname, item) == 0) 471 if (strcmp (op->arch->archname, item) == 0)
464 { 472 {
465 if (op->nrof >= nrof) 473 if (op->nrof >= nrof)
466 { 474 {
470 else 478 else
471 { 479 {
472 decrease_ob_nr (op, op->nrof); 480 decrease_ob_nr (op, op->nrof);
473 nrof -= op->nrof; 481 nrof -= op->nrof;
474 } 482 }
483
475 op = prev; 484 op = prev;
476 } 485 }
486
477 prev = op; 487 prev = op;
478 op = op->below; 488 op = op->below;
479 } 489 }
480} 490}
481 491
487 * we return 1 (true) if the player can use the weapon. 497 * we return 1 (true) if the player can use the weapon.
488 */ 498 */
489static int 499static int
490check_weapon_power (const object *who, int improvs) 500check_weapon_power (const object *who, int improvs)
491{ 501{
492
493/* Old code is below (commented out). Basically, since weapons are the only 502/* Old code is below (commented out). Basically, since weapons are the only
494 * object players really have any control to improve, it's a bit harsh to 503 * object players really have any control to improve, it's a bit harsh to
495 * require high level in some combat skill, so we just use overall level. 504 * require high level in some combat skill, so we just use overall level.
496 */ 505 */
497#if 1 506#if 1
538static int 547static int
539check_sacrifice (object *op, const object *improver) 548check_sacrifice (object *op, const object *improver)
540{ 549{
541 int count = 0; 550 int count = 0;
542 551
543 if (improver->slaying != NULL) 552 if (improver->slaying)
544 { 553 {
545 count = check_item (op, improver->slaying); 554 count = check_item (op, improver->slaying);
546 if (count < 1) 555 if (count < 1)
547 { 556 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 557 op->errormsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 558 return 0;
553 } 559 }
554 } 560 }
555 else 561 else
556 count = 1; 562 count = 1;
559} 565}
560 566
561/** 567/**
562 * Actually improves the weapon, and tells user. 568 * Actually improves the weapon, and tells user.
563 */ 569 */
564int 570static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 571improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 572{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 573 stat += sacrifice_count;
570 weapon->last_eat++; 574 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
572 decrease_ob (improver); 575 decrease_ob (improver);
573 576
574 /* So it updates the players stats and the window */ 577 /* So it updates the players stats and the window */
575 op->update_stats (); 578 op->update_stats ();
579
580 op->statusmsg (format (
581 "Your sacrifice was accepted.\n"
582 "Weapon's bonus to %s improved by %d.",
583 statname, sacrifice_count
584 ));
585
576 return 1; 586 return 1;
577} 587}
578 588
579/* Types of improvements, hidden in the sp field. */ 589/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 590#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 591#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 592#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 593#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 594#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 595#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 596#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 597#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 598#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 599#define IMPROVE_INT 10
590#define IMPROVE_POW 11 600#define IMPROVE_POW 11
591
592 601
593/** 602/**
594 * This does the prepare weapon scroll. 603 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 604 * Checks for sacrifice, and so on.
596 */ 605 */
597
598int 606int
599prepare_weapon (object *op, object *improver, object *weapon) 607prepare_weapon (object *op, object *improver, object *weapon)
600{ 608{
601 int sacrifice_count, i; 609 int sacrifice_count, i;
602 char buf[MAX_BUF]; 610 char buf[MAX_BUF];
603 611
604 if (weapon->level != 0) 612 if (weapon->level != 0)
605 { 613 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 614 op->errormsg ("Weapon is already prepared!");
607 return 0; 615 return 0;
608 } 616 }
617
609 for (i = 0; i < NROFATTACKS; i++) 618 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 619 if (weapon->resist[i])
611 break; 620 break;
612 621
613 /* If we break out, i will be less than nrofattacks, preventing 622 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 625 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 626 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 627 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 628 weapon->stats.ac) /* AC - only taifu's I think */
620 { 629 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 630 op->errormsg ("You cannot prepare magic weapons.");
622 return 0; 631 return 0;
623 } 632 }
633
624 sacrifice_count = check_sacrifice (op, improver); 634 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 635 if (sacrifice_count <= 0)
626 return 0; 636 return 0;
637
627 weapon->level = isqrt (sacrifice_count); 638 weapon->level = isqrt (sacrifice_count);
628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629 eat_item (op, improver->slaying, sacrifice_count); 639 eat_item (op, improver->slaying, sacrifice_count);
630 640
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 641 op->statusmsg (format (
642 "Your sacrifice was accepted."
643 "Your *%s may be improved %d times.",
644 &weapon->name, weapon->level
645 ));
632 646
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 647 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 648 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 649 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 650 slot at once! */
655improve_weapon (object *op, object *improver, object *weapon) 669improve_weapon (object *op, object *improver, object *weapon)
656{ 670{
657 int sacrifice_count, sacrifice_needed = 0; 671 int sacrifice_count, sacrifice_needed = 0;
658 672
659 if (improver->stats.sp == IMPROVE_PREPARE) 673 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 674 return prepare_weapon (op, improver, weapon);
662 } 675
663 if (weapon->level == 0) 676 if (weapon->level == 0)
664 { 677 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 678 op->errormsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 679 return 0;
667 } 680 }
681
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 682 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669 { 683 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 684 op->errormsg ("This weapon cannot be improved any more.");
671 return 0; 685 return 0;
672 } 686 }
687
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 688 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
674 { 689 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 690 op->errormsg ("Improving the weapon will make it too "
676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 691 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 692 "really want to improve it.");
678 return 0; 693 return 0;
679 } 694 }
695
680 /* This just increases damage by 5 points, no matter what. No sacrifice 696 /* This just increases damage by 5 points, no matter what. No sacrifice
681 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 697 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
682 * don't put any maximum value on damage - the limit is how much the 698 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved. 699 * weapon can be improved.
684 */ 700 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 701 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 702 {
687 weapon->stats.dam += 5; 703 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 704 weapon->weight += 5000; /* 5 KG's */
689 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 705 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 706 weapon->last_eat++;
691 707
692 weapon->item_power++; 708 weapon->item_power++;
693 decrease_ob (improver); 709 decrease_ob (improver);
694 return 1; 710 return 1;
695 } 711 }
712
696 if (improver->stats.sp == IMPROVE_WEIGHT) 713 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 714 {
698 /* Reduce weight by 20% */ 715 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 716 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 717 if (weapon->weight < 1)
701 weapon->weight = 1; 718 weapon->weight = 1;
719
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 720 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 721 weapon->last_eat++;
704 weapon->item_power++; 722 weapon->item_power++;
705 decrease_ob (improver); 723 decrease_ob (improver);
706 return 1; 724 return 1;
707 } 725 }
708 if (improver->stats.sp == IMPROVE_ENCHANT) 726 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 727 {
710 weapon->magic++; 728 weapon->magic++;
711 weapon->last_eat++; 729 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 730 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 731 decrease_ob (improver);
714 weapon->item_power++; 732 weapon->item_power++;
715 return 1; 733 return 1;
716 } 734 }
717 735
723 sacrifice_needed *= 2; 741 sacrifice_needed *= 2;
724 742
725 sacrifice_count = check_sacrifice (op, improver); 743 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 744 if (sacrifice_count < sacrifice_needed)
727 { 745 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 746 op->errormsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
729 return 0; 747 return 0;
730 } 748 }
749
731 eat_item (op, improver->slaying, sacrifice_needed); 750 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 751 weapon->item_power++;
733 752
734 switch (improver->stats.sp) 753 switch (improver->stats.sp)
735 { 754 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 755 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
738 case IMPROVE_DEX:
739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 756 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
740 case IMPROVE_CON:
741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 757 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
742 case IMPROVE_WIS:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 758 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
744 case IMPROVE_CHA:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 759 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
746 case IMPROVE_INT:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 760 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
748 case IMPROVE_POW:
749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 761 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 762 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 763 op->errormsg ("Unknown improvement type.");
752 } 764 }
765
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 766 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 767 return 0;
755} 768}
756 769
757/** 770/**
767 if (op->type != PLAYER) 780 if (op->type != PLAYER)
768 return 0; 781 return 0;
769 782
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 783 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 { 784 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 785 op->errormsg ("Something blocks the magic of the scroll!");
773 return 0; 786 return 0;
774 } 787 }
775 788
776 otmp = find_marked_object (op); 789 otmp = find_marked_object (op);
777 if (!otmp) 790 if (!otmp)
778 { 791 {
779 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 792 op->errormsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
780 return 0; 793 return 0;
781 } 794 }
782 795
783 if (otmp->type != WEAPON && otmp->type != BOW) 796 if (otmp->type != WEAPON && otmp->type != BOW)
784 { 797 {
785 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 798 op->errormsg ("Marked item is not a weapon or bow!");
786 return 0; 799 return 0;
787 } 800 }
788 801
789 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 802 op->statusmsg ("Applied weapon builder.");
803
790 improve_weapon (op, tmp, otmp); 804 improve_weapon (op, tmp, otmp);
791 esrv_send_item (op, otmp); 805 esrv_send_item (op, otmp);
792 return 1; 806 return 1;
793} 807}
794 808
819{ 833{
820 object *tmp; 834 object *tmp;
821 835
822 if (armour->magic >= settings.armor_max_enchant) 836 if (armour->magic >= settings.armor_max_enchant)
823 { 837 {
824 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 838 op->errormsg ("This armour can not be enchanted any further!");
825 return 0; 839 return 0;
826 } 840 }
827 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 841 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
828 * etc), so take the easy way out and don't worry about it. 842 * etc), so take the easy way out and don't worry about it.
829 * Note - maybe add scrolls which make the random artifact versions (eg, armour 843 * Note - maybe add scrolls which make the random artifact versions (eg, armour
830 * of gnarg and what not?) 844 * of gnarg and what not?)
831 */ 845 */
832 if (armour->title) 846 if (armour->title)
833 { 847 {
834 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 848 op->errormsg ("This armour will not accept further enchantment.");
835 return 0; 849 return 0;
836 } 850 }
837 851
838 /* Split objects if needed. Can't insert tmp until the 852 /* Split objects if needed. Can't insert tmp until the
839 * end of this function - otherwise it will just re-merge. 853 * end of this function - otherwise it will just re-merge.
889 { 903 {
890 esrv_send_item (op, armour); 904 esrv_send_item (op, armour);
891 if (QUERY_FLAG (armour, FLAG_APPLIED)) 905 if (QUERY_FLAG (armour, FLAG_APPLIED))
892 op->update_stats (); 906 op->update_stats ();
893 } 907 }
908
894 decrease_ob (improver); 909 decrease_ob (improver);
910
895 if (tmp) 911 if (tmp)
896 { 912 {
897 insert_ob_in_ob (tmp, op); 913 insert_ob_in_ob (tmp, op);
898 esrv_send_item (op, tmp); 914 esrv_send_item (op, tmp);
899 } 915 }
916
900 return 1; 917 return 1;
901} 918}
902
903 919
904/* 920/*
905 * convert_item() returns 1 if anything was converted, 0 if the item was not 921 * convert_item() returns 1 if anything was converted, 0 if the item was not
906 * what the converter wants, -1 if the converter is broken. 922 * what the converter wants, -1 if the converter is broken.
907 */ 923 */
923 939
924 /* We make some assumptions - we assume if it takes money as it type, 940 /* We make some assumptions - we assume if it takes money as it type,
925 * it wants some amount. We don't make change (ie, if something costs 941 * it wants some amount. We don't make change (ie, if something costs
926 * 3 gp and player drops a platinum, tough luck) 942 * 3 gp and player drops a platinum, tough luck)
927 */ 943 */
928 if (!strcmp (CONV_FROM (converter), "money")) 944 if (CONV_FROM (converter) == shstr_money)
929 { 945 {
930 int cost;
931
932 if (item->type != MONEY) 946 if (item->type != MONEY)
933 return 0; 947 return 0;
934 948
935 nr = (item->nrof * item->value) / CONV_NEED (converter); 949 nr = (item->nrof * item->value) / CONV_NEED (converter);
936 if (!nr) 950 if (!nr)
937 return 0; 951 return 0;
952
953 converter->play_sound (sound_find ("shop_buy"));
954
938 cost = nr * CONV_NEED (converter) / item->value; 955 int cost = nr * CONV_NEED (converter) / item->value;
939 /* take into account rounding errors */ 956 /* take into account rounding errors */
940 if (nr * CONV_NEED (converter) % item->value) 957 if (nr * CONV_NEED (converter) % item->value)
941 cost++; 958 cost++;
959
942 decrease_ob_nr (item, cost); 960 decrease_ob_nr (item, cost);
943 961
944 price_in = cost * item->value; 962 price_in = cost * item->value;
945 } 963 }
946 else 964 else
947 { 965 {
948 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 966 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
949 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 967 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
950 return 0; 968 return 0;
951 969
970 converter->play_sound (sound_find ("convert_item"));
971
952 if (CONV_NEED (converter)) 972 if (CONV_NEED (converter))
953 { 973 {
954 nr = item->nrof / CONV_NEED (converter); 974 nr = item->nrof / CONV_NEED (converter);
955 decrease_ob_nr (item, nr * CONV_NEED (converter)); 975 decrease_ob_nr (item, nr * CONV_NEED (converter));
956 price_in = nr * CONV_NEED (converter) * item->value; 976 price_in = nr * CONV_NEED (converter) * item->value;
960 price_in = item->value; 980 price_in = item->value;
961 item->destroy (); 981 item->destroy ();
962 } 982 }
963 } 983 }
964 984
965 if (converter->inv != NULL) 985 if (converter->inv)
966 { 986 {
967 object *ob; 987 object *ob;
968 int i; 988 int i;
969 object *ob_to_copy; 989 object *ob_to_copy;
970 990
971 /* select random object from inventory to copy */ 991 /* select random object from inventory to copy */
972 ob_to_copy = converter->inv; 992 ob_to_copy = converter->inv;
973 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 993 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
974 {
975 if (rndm (0, i) == 0) 994 if (rndm (0, i) == 0)
976 {
977 ob_to_copy = ob; 995 ob_to_copy = ob;
978 } 996
979 }
980 item = object_create_clone (ob_to_copy); 997 item = object_create_clone (ob_to_copy);
981 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 998 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
982 unflag_inv (item, FLAG_IS_A_TEMPLATE); 999 unflag_inv (item, FLAG_IS_A_TEMPLATE);
983 } 1000 }
984 else 1001 else
994 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 1011 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
995 } 1012 }
996 1013
997 if (CONV_NR (converter)) 1014 if (CONV_NR (converter))
998 item->nrof = CONV_NR (converter); 1015 item->nrof = CONV_NR (converter);
1016
999 if (nr) 1017 if (nr)
1000 item->nrof *= nr; 1018 item->nrof *= nr;
1019
1001 if (is_in_shop (converter)) 1020 if (is_in_shop (converter))
1002 SET_FLAG (item, FLAG_UNPAID); 1021 SET_FLAG (item, FLAG_UNPAID);
1003 else if (price_in < item->nrof * item->value) 1022 else if (price_in < item->nrof * item->value)
1004 { 1023 {
1005 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1024 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1006 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1025 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1007
1008 /** 1026 /**
1009 * elmex: we are going to let the game continue, as the mapcreator 1027 * elmex: we are going to let the game continue, as the mapcreator
1010 * probably had something in mind when doing this 1028 * hopefully had something in mind when doing this.
1011 */ 1029 */
1012 } 1030 }
1031
1032 SET_FLAG (item, FLAG_IDENTIFIED);
1013 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1033 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1014 return 1; 1034 return 1;
1015} 1035}
1016 1036
1017/** 1037/**
1034 1054
1035 op->contr->last_used = 0; 1055 op->contr->last_used = 0;
1036 1056
1037 if (sack->env && sack->env != op) 1057 if (sack->env && sack->env != op)
1038 { 1058 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1059 op->errormsg ("You must put it onto the floor or into your inventory first.");
1040 return 1; 1060 return 1;
1041 } 1061 }
1042 1062
1043 // already applied == open on ground, or open in inv, or active in inv 1063 // already applied == open on ground, or open in inv, or active in inv
1044 if (sack->flag [FLAG_APPLIED]) 1064 if (sack->flag [FLAG_APPLIED])
1050 return 1; 1070 return 1;
1051 } 1071 }
1052 else if (!sack->env) 1072 else if (!sack->env)
1053 { 1073 {
1054 // active, but not ours: some other player has opened it 1074 // active, but not ours: some other player has opened it
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1075 op->errormsg (format ("Somebody else is using the %s already.", query_name (sack)));
1056 return 1; 1076 return 1;
1057 } 1077 }
1058 1078
1059 // fall through to opening it (active in inv) 1079 // fall through to opening it (active in inv)
1060 } 1080 }
1062 { 1082 {
1063 // it is in our env, so activate it, do not open yet 1083 // it is in our env, so activate it, do not open yet
1064 op->close_container (); 1084 op->close_container ();
1065 sack->flag [FLAG_APPLIED] = 1; 1085 sack->flag [FLAG_APPLIED] = 1;
1066 esrv_update_item (UPD_FLAGS, op, sack); 1086 esrv_update_item (UPD_FLAGS, op, sack);
1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1087 op->statusmsg (format ("You ready %s.", query_name (sack)));
1068 return 1; 1088 return 1;
1069 } 1089 }
1070 1090
1071 // it's locked? 1091 // it's locked?
1072 if (sack->slaying) 1092 if (sack->slaying)
1073 { 1093 {
1074 if (object *tmp = find_key (op, op, sack)) 1094 if (object *tmp = find_key (op, op, sack))
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); 1095 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1076 else 1096 else
1077 { 1097 {
1078 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1098 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1079 return 1; 1099 return 1;
1080 } 1100 }
1081 } 1101 }
1082 1102
1083 op->open_container (sack); 1103 op->open_container (sack);
1102 * with an altar. We call it a Potion - altars are stationary - it 1122 * with an altar. We call it a Potion - altars are stationary - it
1103 * is up to map designers to use them properly. 1123 * is up to map designers to use them properly.
1104 */ 1124 */
1105 if (altar->inv && altar->inv->type == SPELL) 1125 if (altar->inv && altar->inv->type == SPELL)
1106 { 1126 {
1107 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1127 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1108 cast_spell (originator, altar, 0, altar->inv, NULL); 1128 cast_spell (originator, altar, 0, altar->inv, NULL);
1109 /* If it is connected, push the button. Fixes some problems with 1129 /* If it is connected, push the button. Fixes some problems with
1110 * old maps. 1130 * old maps.
1111 */ 1131 */
1112 1132
1113/* push_button (altar);*/ 1133/* push_button (altar);*/
1114 } 1134 }
1138 double opinion; 1158 double opinion;
1139 object *tmp, *next; 1159 object *tmp, *next;
1140 1160
1141 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1161 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1142 1162
1163 bool has_unpaid = false;
1164
1165 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1166 // a quick and small change :(
1167 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1168 if (item->flag [FLAG_UNPAID])
1169 {
1170 has_unpaid = true;
1171 break;
1172 }
1173
1143 if (op->type != PLAYER) 1174 if (op->type != PLAYER)
1144 { 1175 {
1145 /* Remove all the unpaid objects that may be carried here. 1176 /* Remove all the unpaid objects that may be carried here.
1146 * This could be pets or monsters that are somehow in 1177 * This could be pets or monsters that are somehow in
1147 * the shop. 1178 * the shop.
1173 /* unpaid objects, or non living objects, can't transfer by 1204 /* unpaid objects, or non living objects, can't transfer by
1174 * shop mats. Instead, put it on a nearby space. 1205 * shop mats. Instead, put it on a nearby space.
1175 */ 1206 */
1176 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1207 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1177 { 1208 {
1178
1179 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1209 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1180 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1210 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1181 1211
1182 if (i != -1) 1212 if (i != -1)
1183 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1213 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1192 else if (can_pay (op) && get_payment (op)) 1222 else if (can_pay (op) && get_payment (op))
1193 { 1223 {
1194 /* this is only used for players */ 1224 /* this is only used for players */
1195 rv = teleport (shop_mat, SHOP_MAT, op); 1225 rv = teleport (shop_mat, SHOP_MAT, op);
1196 1226
1227 if (has_unpaid)
1228 op->contr->play_sound (sound_find ("shop_buy"));
1229 else if (is_in_shop (op))
1230 op->contr->play_sound (sound_find ("shop_enter"));
1231 else
1232 op->contr->play_sound (sound_find ("shop_leave"));
1233
1197 if (shop_mat->msg) 1234 if (shop_mat->msg)
1198 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1235 op->statusmsg (shop_mat->msg);
1199 /* This check below is a bit simplistic - generally it should be correct, 1236 /* This check below is a bit simplistic - generally it should be correct,
1200 * but there is never a guarantee that the bottom space on the map is 1237 * but there is never a guarantee that the bottom space on the map is
1201 * actually the shop floor. 1238 * actually the shop floor.
1202 */ 1239 */
1203 else if (!rv && !is_in_shop (op)) 1240 else if (!rv && !is_in_shop (op))
1204 { 1241 {
1205 opinion = shopkeeper_approval (op->map, op); 1242 opinion = shopkeeper_approval (op->map, op);
1206 1243
1207 if (opinion > 0.9) 1244 op->statusmsg (
1208 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1245 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1209 else if (opinion > 0.75) 1246 : opinion >= 0.75 ? "The shopkeeper waves to you."
1210 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1247 : opinion >= 0.50 ? "The shopkeeper ignores you."
1211 else if (opinion > 0.5) 1248 : "The shopkeeper glares at you with contempt."
1212 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1213 else 1249 );
1214 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1215 } 1250 }
1216 } 1251 }
1217 else 1252 else
1218 { 1253 {
1219 /* if we get here, a player tried to leave a shop but was not able 1254 /* if we get here, a player tried to leave a shop but was not able
1220 * to afford the items he has. We try to move the player so that 1255 * to afford the items he has. We try to move the player so that
1221 * they are not on the mat anymore 1256 * they are not on the mat anymore
1222 */ 1257 */
1223 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1258 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1224 1259
1225 if (i == -1) 1260 if (i == -1)
1226 {
1227 LOG (llevError, "Internal shop-mat problem.\n"); 1261 LOG (llevError, "Internal shop-mat problem.\n");
1228 }
1229 else 1262 else
1230 { 1263 {
1231 op->remove (); 1264 op->remove ();
1232 op->x += freearr_x[i]; 1265 op->x += freearr_x[i];
1233 op->y += freearr_y[i]; 1266 op->y += freearr_y[i];
1245static void 1278static void
1246apply_sign (object *op, object *sign, int autoapply) 1279apply_sign (object *op, object *sign, int autoapply)
1247{ 1280{
1248 readable_message_type *msgType; 1281 readable_message_type *msgType;
1249 1282
1250 if (sign->msg == NULL) 1283 if (!sign->msg)
1251 { 1284 {
1252 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1285 op->statusmsg ("Nothing is written on it.");
1253 return; 1286 return;
1254 } 1287 }
1255 1288
1256 if (sign->stats.food) 1289 if (sign->stats.food)
1257 { 1290 {
1258 if (sign->last_eat >= sign->stats.food) 1291 if (sign->last_eat >= sign->stats.food)
1259 { 1292 {
1260 if (!sign->move_on) 1293 if (!sign->move_on)
1261 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1294 op->statusmsg ("You cannot read it anymore.");
1295
1262 return; 1296 return;
1263 } 1297 }
1264 1298
1265 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1299 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1266 sign->last_eat++; 1300 sign->last_eat++;
1271 * move_on is zero, it needs to be manually applied (doesn't talk 1305 * move_on is zero, it needs to be manually applied (doesn't talk
1272 * to us). 1306 * to us).
1273 */ 1307 */
1274 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1308 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1275 { 1309 {
1276 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1310 op->errormsg ("You are unable to read while blind!");
1277 return; 1311 return;
1278 } 1312 }
1279 1313
1280 if (op->contr) 1314 if (op->contr)
1281 if (client *ns = op->contr->ns) 1315 if (client *ns = op->contr->ns)
1282 { 1316 {
1317 ns->play_sound (sign->sound);
1283 msgType = get_readable_message_type (sign); 1318 msgType = get_readable_message_type (sign);
1284 1319
1285 if (ns->can_msg) 1320 if (ns->can_msg)
1286 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg); 1321 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1287 else 1322 else
1432 1467
1433 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1468 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1434 { 1469 {
1435 if (!sound_was_played) 1470 if (!sound_was_played)
1436 { 1471 {
1437 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1472 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1438 sound_was_played = 1; 1473 sound_was_played = 1;
1439 } 1474 }
1440 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1475
1476 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1441 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1477 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1442 } 1478 }
1443 } 1479 }
1444 goto leave; 1480 goto leave;
1445 } 1481 }
1446 1482
1447
1448 case CONVERTER: 1483 case CONVERTER:
1449 if (convert_item (victim, trap) < 0) 1484 if (convert_item (victim, trap) < 0)
1450 { 1485 {
1451 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1486 originator->errormsg (format ("The %s seems to be broken!", query_name (trap)));
1452 get_archetype ("burnout")->insert_at (trap, trap); 1487 get_archetype ("burnout")->insert_at (trap, trap);
1453 } 1488 }
1454 1489
1455 goto leave; 1490 goto leave;
1456 1491
1477 * Processing will happen if the head runs into the pit 1512 * Processing will happen if the head runs into the pit
1478 */ 1513 */
1479 if (victim->head) 1514 if (victim->head)
1480 goto leave; 1515 goto leave;
1481 1516
1482 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1517 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1483 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1518 victim->statusmsg ("You fall through the hole!", NDI_RED);
1484 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1519 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1485 goto leave; 1520 goto leave;
1486 1521
1487 case EXIT: 1522 case EXIT:
1488 if (victim->type == PLAYER && EXIT_PATH (trap)) 1523 if (victim->type == PLAYER && EXIT_PATH (trap))
1489 { 1524 {
1490 /* Basically, don't show exits leading to random maps the 1525 /* Basically, don't show exits leading to random maps the
1491 * players output. 1526 * players output.
1492 */ 1527 */
1493 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1528 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1494 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1529 victim->statusmsg (trap->msg, NDI_NAVY);
1495 1530
1496 victim->enter_exit (trap); 1531 victim->enter_exit (trap);
1497 } 1532 }
1498 goto leave; 1533 goto leave;
1499 1534
1548 int lev_diff; 1583 int lev_diff;
1549 object *skill_ob; 1584 object *skill_ob;
1550 1585
1551 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1586 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1552 { 1587 {
1553 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1588 op->errormsg ("You are unable to read while blind!");
1554 return; 1589 return;
1555 } 1590 }
1556 1591
1557 if (!tmp->msg) 1592 if (!tmp->msg)
1558 { 1593 {
1559 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1594 op->errormsg (format ("You open the %s and find it empty.", &tmp->name));
1560 return; 1595 return;
1561 } 1596 }
1562 1597
1563 /* need a literacy skill to read stuff! */ 1598 /* need a literacy skill to read stuff! */
1564 skill_ob = find_skill_by_name (op, tmp->skill); 1599 skill_ob = find_skill_by_name (op, tmp->skill);
1565 if (!skill_ob) 1600 if (!skill_ob)
1566 { 1601 {
1567 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1602 op->errormsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1568 return; 1603 return;
1569 } 1604 }
1570 1605
1571 lev_diff = tmp->level - (skill_ob->level + 5); 1606 lev_diff = tmp->level - (skill_ob->level + 5);
1572 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1607 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1573 { 1608 {
1574 if (lev_diff < 2) 1609 op->errormsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1575 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1610 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1576 else if (lev_diff < 3) 1611 : lev_diff < 5 ? "This book is beyond your comprehension."
1577 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1612 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1578 else if (lev_diff < 5) 1613 : lev_diff < 15 ? "This book is way beyond your comprehension."
1579 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1614 : "This book is totally beyond your comprehension.");
1580 else if (lev_diff < 8)
1581 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1582 else if (lev_diff < 15)
1583 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1584 else
1585 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1586 return; 1615 return;
1587 } 1616 }
1588 1617
1589 readable_message_type *msgType = get_readable_message_type (tmp); 1618 readable_message_type *msgType = get_readable_message_type (tmp);
1590 1619
1632 * op is the person learning the skill, tmp is the skill scroll object 1661 * op is the person learning the skill, tmp is the skill scroll object
1633 */ 1662 */
1634static void 1663static void
1635apply_skillscroll (object *op, object *tmp) 1664apply_skillscroll (object *op, object *tmp)
1636{ 1665{
1637 switch ((int) learn_skill (op, tmp)) 1666 switch (learn_skill (op, tmp))
1638 { 1667 {
1639 case 0: 1668 case 0:
1640 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1669 op->play_sound (sound_find ("generic_fail"));
1641 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1670 op->errormsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1642 return; 1671 break;
1643 1672
1644 case 1: 1673 case 1:
1645 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1646 decrease_ob (tmp); 1674 decrease_ob (tmp);
1675 op->play_sound (sound_find ("skill_learn"));
1676 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1647 return; 1677 break;
1648 1678
1649 default: 1679 default:
1650 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1651 decrease_ob (tmp); 1680 decrease_ob (tmp);
1681 op->play_sound (sound_find ("generic_fail"));
1682 op->errormsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1652 return; 1683 break;
1653 } 1684 }
1654} 1685}
1655 1686
1656/** 1687/**
1657 * Actually makes op learn spell. 1688 * Actually makes op learn spell.
1677 return; 1708 return;
1678 } 1709 }
1679 return; 1710 return;
1680 } 1711 }
1681 1712
1682 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1713 op->contr->play_sound (sound_find ("learn_spell"));
1714
1683 tmp = spell->clone (); 1715 tmp = spell->clone ();
1684 insert_ob_in_ob (tmp, op); 1716 insert_ob_in_ob (tmp, op);
1685 1717
1686 if (special_prayer) 1718 if (special_prayer)
1687 SET_FLAG (tmp, FLAG_STARTEQUIP); 1719 SET_FLAG (tmp, FLAG_STARTEQUIP);
1724{ 1756{
1725 object *skop, *spell, *spell_skill; 1757 object *skop, *spell, *spell_skill;
1726 1758
1727 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1759 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1728 { 1760 {
1729 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1761 op->errormsg ("You are unable to read while blind.");
1730 return; 1762 return;
1731 } 1763 }
1732 1764
1733 /* artifact_spellbooks have 'slaying' field point to a spell name, 1765 /* artifact_spellbooks have 'slaying' field point to a spell name,
1734 * instead of having their spell stored in stats.sp. These are 1766 * instead of having their spell stored in stats.sp. These are
1735 * legacy spellbooks 1767 * legacy spellbooks
1736 */ 1768 */
1737
1738 if (tmp->slaying != NULL) 1769 if (tmp->slaying)
1739 { 1770 {
1740 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1771 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1741 if (!spell) 1772 if (!spell)
1742 { 1773 {
1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1774 op->errormsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1744 return; 1775 return;
1745 } 1776 }
1746 else 1777 else
1747 insert_ob_in_ob (spell, tmp); 1778 insert_ob_in_ob (spell, tmp);
1779
1748 tmp->slaying = NULL; 1780 tmp->slaying = 0;
1749 } 1781 }
1750 1782
1751 skop = find_skill_by_name (op, tmp->skill); 1783 skop = find_skill_by_name (op, tmp->skill);
1752 1784
1753 /* need a literacy skill to learn spells. Also, having a literacy level 1785 /* need a literacy skill to learn spells. Also, having a literacy level
1754 * lower than the spell will make learning the spell more difficult */ 1786 * lower than the spell will make learning the spell more difficult */
1755 if (!skop) 1787 if (!skop)
1756 { 1788 {
1757 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1789 op->errormsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1758 return; 1790 return;
1759 } 1791 }
1760 1792
1761 spell = tmp->inv; 1793 spell = tmp->inv;
1762 1794
1763 if (!spell) 1795 if (!spell)
1764 { 1796 {
1765 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1797 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1766 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1798 op->errormsg ("The spellbook symbols make no sense. This is a bug, please report!");
1767 return; 1799 return;
1768 } 1800 }
1769 1801
1770 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1802 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1771 { 1803 {
1772 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1804 op->errormsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1773 return; 1805 return;
1774 } 1806 }
1775 1807
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1808 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1777 1809
1778 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1810 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1779 { 1811 {
1780 identify (tmp); 1812 identify (tmp);
1781 1813
1790 * if the player doesn't know the spell, doesn't make a lot of sense that 1822 * if the player doesn't know the spell, doesn't make a lot of sense that
1791 * they would have a special prayer mark. 1823 * they would have a special prayer mark.
1792 */ 1824 */
1793 if (check_spell_known (op, spell->name)) 1825 if (check_spell_known (op, spell->name))
1794 { 1826 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1827 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1796 return; 1828 return;
1797 } 1829 }
1798 1830
1799 if (spell->skill) 1831 if (spell->skill)
1800 { 1832 {
1801 spell_skill = find_skill_by_name (op, spell->skill); 1833 spell_skill = find_skill_by_name (op, spell->skill);
1802 1834
1803 if (!spell_skill) 1835 if (!spell_skill)
1804 { 1836 {
1805 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill); 1837 op->errormsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1806 return; 1838 return;
1807 } 1839 }
1808 1840
1809 if (spell_skill->level < spell->level) 1841 if (spell_skill->level < spell->level)
1810 { 1842 {
1811 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1843 op->errormsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1812 return; 1844 return;
1813 } 1845 }
1814 } 1846 }
1815 1847
1816 /* Logic as follows 1848 /* Logic as follows
1825 * Overall, chances are the same but a player will find having a high 1857 * Overall, chances are the same but a player will find having a high
1826 * literacy rate very useful! -b.t. 1858 * literacy rate very useful! -b.t.
1827 */ 1859 */
1828 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1860 if (QUERY_FLAG (op, FLAG_CONFUSED))
1829 { 1861 {
1830 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1862 op->errormsg ("In your confused state you flub the wording of the text!");
1831 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1863 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1832 } 1864 }
1833 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1865 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1834 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1866 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1835 { 1867 {
1836 1868 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1837 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1838 do_learn_spell (op, spell, 0); 1869 do_learn_spell (op, spell, 0);
1839 1870
1840 /* xp gain to literacy for spell learning */ 1871 /* xp gain to literacy for spell learning */
1841 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1872 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1842 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1873 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1843 } 1874 }
1844 else 1875 else
1845 { 1876 {
1846 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1877 op->contr->play_sound (sound_find ("fumble_spell"));
1847 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1878 op->errormsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1848 } 1879 }
1849 1880
1850 decrease_ob (tmp); 1881 decrease_ob (tmp);
1851} 1882}
1852 1883
1858{ 1889{
1859 object *skop; 1890 object *skop;
1860 1891
1861 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1892 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1862 { 1893 {
1863 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1894 op->errormsg ("You are unable to read while blind.");
1864 return; 1895 return;
1865 } 1896 }
1866 1897
1867 if (!tmp->inv || tmp->inv->type != SPELL) 1898 if (!tmp->inv || tmp->inv->type != SPELL)
1868 { 1899 {
1869 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1900 op->errormsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1870 return; 1901 return;
1871 } 1902 }
1872 1903
1873 if (op->type == PLAYER) 1904 if (op->type == PLAYER)
1874 { 1905 {
1880 */ 1911 */
1881 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1912 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1882 1913
1883 if (!skop) 1914 if (!skop)
1884 { 1915 {
1885 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1916 op->errormsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1886 return; 1917 return;
1887 } 1918 }
1888 1919
1889 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1920 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1890 change_exp (op, exp_gain, skop->skill, 0); 1921 change_exp (op, exp_gain, skop->skill, 0);
1891 } 1922 }
1892 1923
1893 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1924 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1894 identify (tmp); 1925 identify (tmp);
1895 1926
1896 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1927 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1897 1928
1898 cast_spell (op, tmp, dir, tmp->inv, NULL); 1929 cast_spell (op, tmp, dir, tmp->inv, NULL);
1899 decrease_ob (tmp); 1930 decrease_ob (tmp);
1900} 1931}
1901 1932
1905 * chest. 1936 * chest.
1906 */ 1937 */
1907static void 1938static void
1908apply_treasure (object *op, object *tmp) 1939apply_treasure (object *op, object *tmp)
1909{ 1940{
1910 /* Nice side effect of new treasure creation method is that the treasure 1941 /* Nice side effect of this treasure creation method is that the treasure
1911 * for the chest is done when the chest is created, and put into the chest 1942 * for the chest is done when the chest is created, and put into the chest
1912 * inventory. So that when the chest burns up, the items still exist. Also 1943 * inventory. So that when the chest burns up, the items still exist. Also
1913 * prevents people fromt moving chests to more difficult maps to get better 1944 * prevents people from moving chests to more difficult maps to get better
1914 * treasure 1945 * treasure
1915 */ 1946 */
1916 object *treas = tmp->inv; 1947 object *treas = tmp->inv;
1917 1948
1918 if (!treas) 1949 if (!treas)
1919 { 1950 {
1920 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1951 op->statusmsg ("The chest was empty.");
1921 decrease_ob (tmp); 1952 decrease_ob (tmp);
1922 return; 1953 return;
1923 } 1954 }
1924 1955
1925 while (tmp->inv) 1956 while (tmp->inv)
1926 { 1957 {
1927 treas = tmp->inv; 1958 treas = tmp->inv;
1928
1929 treas->remove (); 1959 treas->remove ();
1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1931 1960
1932 treas->x = op->x; 1961 treas->x = op->x;
1933 treas->y = op->y; 1962 treas->y = op->y;
1934 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1963 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1935 1964
1936 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1965 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1937 spring_trap (treas, op); 1966 spring_trap (treas, op);
1938 1967
1939 /* If either player or container was destroyed, no need to do 1968 /* If either player or container was destroyed, no need to do
1940 * further processing. I think this should be enclused with 1969 * further processing. I think this should be enclused with
1941 * spring trap above, as I don't think there is otherwise 1970 * spring trap above, as I don't think there is otherwise
1942 * any way for the treasure chest or player to get killed 1971 * any way for the treasure chest or player to get killed.
1943 */ 1972 */
1944 if (op->destroyed () || tmp->destroyed ()) 1973 if (op->destroyed () || tmp->destroyed ())
1945 break; 1974 break;
1946 } 1975 }
1947 1976
1948 if (!tmp->destroyed () && tmp->inv == NULL) 1977 if (!tmp->destroyed () && !tmp->inv)
1949 decrease_ob (tmp); 1978 decrease_ob (tmp);
1950
1951} 1979}
1952 1980
1953/** 1981/**
1954 * op eats food. 1982 * op eats food.
1955 * If player, takes care of messages and dragon special food. 1983 * If player, takes care of messages and dragon special food.
1970 { 1998 {
1971 /* usual case - no dragon meal: */ 1999 /* usual case - no dragon meal: */
1972 if (op->stats.food + tmp->stats.food > 999) 2000 if (op->stats.food + tmp->stats.food > 999)
1973 { 2001 {
1974 if (tmp->type == FOOD || tmp->type == FLESH) 2002 if (tmp->type == FOOD || tmp->type == FLESH)
1975 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 2003 op->errormsg ("You feel full, but what a waste of food!");
1976 else 2004 else
1977 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 2005 op->statusmsg ("Most of the drink goes down your face not your throat!");
1978 } 2006 }
1979 2007
1980 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2008 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1981 { 2009 {
1982 char buf[MAX_BUF]; 2010 const char *buf;
1983 2011
1984 if (!is_dragon_pl (op)) 2012 if (!is_dragon_pl (op))
1985 { 2013 {
1986 /* eating message for normal players */ 2014 /* eating message for normal players */
1987 if (tmp->type == DRINK) 2015 if (tmp->type == DRINK)
1988 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2016 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1989 else 2017 else
1990 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 2018 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1991 } 2019 }
1992 else 2020 else
1993 {
1994 /* eating message for dragon players */ 2021 /* eating message for dragon players */
1995 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2022 buf = format ("The %s tasted terrible!", &tmp->name);
1996 }
1997 2023
1998 new_draw_info (NDI_UNIQUE, 0, op, buf); 2024 op->statusmsg (buf);
2025
1999 capacity_remaining = 999 - op->stats.food; 2026 capacity_remaining = 999 - op->stats.food;
2000 op->stats.food += tmp->stats.food; 2027 op->stats.food += tmp->stats.food;
2001 if (capacity_remaining < tmp->stats.food) 2028 if (capacity_remaining < tmp->stats.food)
2002 op->stats.hp += capacity_remaining / 50; 2029 op->stats.hp += capacity_remaining / 50;
2003 else 2030 else
2004 op->stats.hp += tmp->stats.food / 50; 2031 op->stats.hp += tmp->stats.food / 50;
2032
2005 if (op->stats.hp > op->stats.maxhp) 2033 if (op->stats.hp > op->stats.maxhp)
2006 op->stats.hp = op->stats.maxhp; 2034 op->stats.hp = op->stats.maxhp;
2007 if (op->stats.food > 999) 2035 if (op->stats.food > 999)
2008 op->stats.food = 999; 2036 op->stats.food = 999;
2009 } 2037 }
2011 /* special food hack -b.t. */ 2039 /* special food hack -b.t. */
2012 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2040 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2013 eat_special_food (op, tmp); 2041 eat_special_food (op, tmp);
2014 } 2042 }
2015 } 2043 }
2044
2016 handle_apply_yield (tmp); 2045 handle_apply_yield (tmp);
2017 decrease_ob (tmp); 2046 decrease_ob (tmp);
2018} 2047}
2019 2048
2020/** 2049/**
2032{ 2061{
2033 object *skin = NULL; /* pointer to dragon skin force */ 2062 object *skin = NULL; /* pointer to dragon skin force */
2034 object *abil = NULL; /* pointer to dragon ability force */ 2063 object *abil = NULL; /* pointer to dragon ability force */
2035 object *tmp = NULL; /* tmp. object */ 2064 object *tmp = NULL; /* tmp. object */
2036 2065
2037 char buf[MAX_BUF]; /* tmp. string buffer */
2038 double chance; /* improvement-chance of one resistance type */ 2066 double chance; /* improvement-chance of one resistance type */
2039 double totalchance = 1; /* total chance of gaining one resistance */ 2067 double totalchance = 1; /* total chance of gaining one resistance */
2040 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2068 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2041 double mbonus = 0; /* monster bonus */ 2069 double mbonus = 0; /* monster bonus */
2042 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2070 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2064 /* now start by filling stomache and health, according to food-value */ 2092 /* now start by filling stomache and health, according to food-value */
2065 if ((999 - op->stats.food) < meal->stats.food) 2093 if ((999 - op->stats.food) < meal->stats.food)
2066 op->stats.hp += (999 - op->stats.food) / 50; 2094 op->stats.hp += (999 - op->stats.food) / 50;
2067 else 2095 else
2068 op->stats.hp += meal->stats.food / 50; 2096 op->stats.hp += meal->stats.food / 50;
2097
2069 if (op->stats.hp > op->stats.maxhp) 2098 if (op->stats.hp > op->stats.maxhp)
2070 op->stats.hp = op->stats.maxhp; 2099 op->stats.hp = op->stats.maxhp;
2071 2100
2072 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2101 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2073 2102
2118 } 2147 }
2119 } 2148 }
2120 2149
2121 /* inverse totalchance as until now we have the failure-chance */ 2150 /* inverse totalchance as until now we have the failure-chance */
2122 totalchance = 100 - totalchance * 100; 2151 totalchance = 100 - totalchance * 100;
2152
2123 /* print message according to totalchance */ 2153 /* print message according to totalchance */
2154 const char *buf;
2124 if (totalchance > 50.) 2155 if (totalchance > 50.)
2125 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2156 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2126 else if (totalchance > 10.) 2157 else if (totalchance > 10.)
2127 sprintf (buf, "The %s tasted very good.", &meal->name); 2158 buf = format ("The %s tasted very good.", &meal->name);
2128 else if (totalchance > 1.) 2159 else if (totalchance > 1.)
2129 sprintf (buf, "The %s tasted good.", &meal->name); 2160 buf = format ("The %s tasted good.", &meal->name);
2130 else if (totalchance > 0.1) 2161 else if (totalchance > 0.1)
2131 sprintf (buf, "The %s tasted bland.", &meal->name); 2162 buf = format ("The %s tasted bland.", &meal->name);
2132 else if (totalchance >= 0.01) 2163 else if (totalchance >= 0.01)
2133 sprintf (buf, "The %s had a boring taste.", &meal->name); 2164 buf = format ("The %s had a boring taste.", &meal->name);
2134 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2165 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2135 sprintf (buf, "The %s tasted strange.", &meal->name); 2166 buf = format ("The %s tasted strange.", &meal->name);
2136 else 2167 else
2137 sprintf (buf, "The %s had no taste.", &meal->name); 2168 buf = format ("The %s had no taste.", &meal->name);
2138 new_draw_info (NDI_UNIQUE, 0, op, buf); 2169
2170 op->statusmsg (buf);
2139 2171
2140 /* now choose a winner if we have any */ 2172 /* now choose a winner if we have any */
2141 i = -1; 2173 i = -1;
2142 if (winners > 0) 2174 if (winners > 0)
2143 i = atnr_winner[RANDOM () % winners]; 2175 i = atnr_winner[RANDOM () % winners];
2146 { 2178 {
2147 /* resistance increased! */ 2179 /* resistance increased! */
2148 skin->resist[i]++; 2180 skin->resist[i]++;
2149 op->update_stats (); 2181 op->update_stats ();
2150 2182
2151 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2183 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2152 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2153 } 2184 }
2154 2185
2155 /* if this flesh contains a new ability focus, we mark it 2186 /* if this flesh contains a new ability focus, we mark it
2156 into the ability_force and it will take effect on next level */ 2187 into the ability_force and it will take effect on next level */
2157 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2188 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2158 { 2189 {
2159 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2190 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2160 2191
2161 if (meal->last_eat != abil->stats.exp) 2192 if (meal->last_eat != abil->stats.exp)
2193 op->statusmsg (format (
2194 "Your metabolism prepares to focus on %s!\n"
2195 "The change will happen at level %d.",
2196 change_resist_msg[meal->last_eat],
2197 abil->level + 1
2162 { 2198 ));
2163 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2164 new_draw_info (NDI_UNIQUE, 0, op, buf);
2165 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2166 new_draw_info (NDI_UNIQUE, 0, op, buf);
2167 }
2168 else 2199 else
2169 { 2200 {
2170 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2201 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2171 new_draw_info (NDI_UNIQUE, 0, op, buf);
2172 abil->last_eat = 0; 2202 abil->last_eat = 0;
2173 } 2203 }
2174 } 2204 }
2205
2175 return 1; 2206 return 1;
2176} 2207}
2177 2208
2178/** 2209/**
2179 * Handles applying an improve armor scroll. 2210 * Handles applying an improve armor scroll.
2182static void 2213static void
2183apply_armour_improver (object *op, object *tmp) 2214apply_armour_improver (object *op, object *tmp)
2184{ 2215{
2185 object *armor; 2216 object *armor;
2186 2217
2187 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2218 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2188 { 2219 {
2189 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2220 op->errormsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2190 return; 2221 return;
2191 } 2222 }
2192 2223
2193 armor = find_marked_object (op); 2224 armor = find_marked_object (op);
2194 2225
2195 if (!armor) 2226 if (!armor)
2196 { 2227 {
2197 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2228 op->errormsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2198 return; 2229 return;
2199 } 2230 }
2200 2231
2201 if (armor->type != ARMOUR 2232 if (armor->type != ARMOUR
2202 && armor->type != CLOAK 2233 && armor->type != CLOAK
2203 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2234 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2204 { 2235 {
2205 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2236 op->errormsg ("Your marked item is not armour!\n");
2206 return; 2237 return;
2207 } 2238 }
2208 2239
2209 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2240 op->statusmsg ("Applying armour enchantment.");
2210 improve_armour (op, tmp, armor); 2241 improve_armour (op, tmp, armor);
2211} 2242}
2212 2243
2213extern void 2244extern void
2214apply_poison (object *op, object *tmp) 2245apply_poison (object *op, object *tmp)
2215{ 2246{
2216 if (op->type == PLAYER) 2247 if (op->type == PLAYER)
2217 { 2248 {
2218 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2249 op->contr->play_sound (sound_find ("drink_poison"));
2219 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2250 op->errormsg ("Yech! That tasted poisonous!");
2220 strcpy (op->contr->killer, "poisonous booze"); 2251 strcpy (op->contr->killer, "poisonous booze");
2221 } 2252 }
2253
2222 if (tmp->stats.hp > 0) 2254 if (tmp->stats.hp > 0)
2223 { 2255 {
2224 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2256 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2225 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2257 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2226 } 2258 }
2259
2227 op->stats.food -= op->stats.food / 4; 2260 op->stats.food -= op->stats.food / 4;
2228 handle_apply_yield (tmp); 2261 handle_apply_yield (tmp);
2229 decrease_ob (tmp); 2262 decrease_ob (tmp);
2230} 2263}
2231 2264
2341 2374
2342 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2375 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2343 { 2376 {
2344 if (op->type == PLAYER) 2377 if (op->type == PLAYER)
2345 { 2378 {
2346 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2379 op->errormsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2347 return 1; 2380 return 1;
2348 } 2381 }
2349 else 2382 else
2350 return 0; /* monsters just skip unpaid items */ 2383 return 0; /* monsters just skip unpaid items */
2351 } 2384 }
2354 return RESULT_INT (0); 2387 return RESULT_INT (0);
2355 2388
2356 switch (tmp->type) 2389 switch (tmp->type)
2357 { 2390 {
2358 case CF_HANDLE: 2391 case CF_HANDLE:
2359 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2392 op->play_sound (sound_find ("turn_handle"));
2360 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2393 op->statusmsg ("You turn the handle.");
2361 tmp->value = tmp->value ? 0 : 1; 2394 tmp->value = tmp->value ? 0 : 1;
2362 SET_ANIMATION (tmp, tmp->value); 2395 SET_ANIMATION (tmp, tmp->value);
2363 update_object (tmp, UP_OBJ_FACE); 2396 update_object (tmp, UP_OBJ_FACE);
2364 push_button (tmp); 2397 push_button (tmp);
2365 return 1; 2398 return 1;
2366 2399
2367 case TRIGGER: 2400 case TRIGGER:
2368 if (check_trigger (tmp, op)) 2401 if (check_trigger (tmp, op))
2369 { 2402 {
2370 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2403 op->statusmsg ("You turn the handle.");
2371 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2404 op->play_sound (sound_find ("turn_handle"));
2372 } 2405 }
2373 else 2406 else
2374 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2407 op->errormsg ("The handle doesn't move.");
2375 2408
2376 return 1; 2409 return 1;
2377 2410
2378 case EXIT: 2411 case EXIT:
2379 if (op->type != PLAYER) 2412 if (op->type != PLAYER)
2380 return 0; 2413 return 0;
2381 2414
2382 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2415 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2383 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2416 op->errormsg (format ("The %s is closed.", query_name (tmp)));
2384 else 2417 else
2385 { 2418 {
2386 /* Don't display messages for random maps. */ 2419 /* Don't display messages for random maps. */
2387 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2420 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2388 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2421 op->statusmsg (tmp->msg, NDI_NAVY);
2389 2422
2390 op->enter_exit (tmp); 2423 op->enter_exit (tmp);
2391 } 2424 }
2392 2425
2426 return 1;
2427
2428 case INSCRIBABLE:
2429 op->statusmsg (tmp->msg);
2430 // maybe show a spell menu to chose from or something like that
2393 return 1; 2431 return 1;
2394 2432
2395 case SIGN: 2433 case SIGN:
2396 apply_sign (op, tmp, 0); 2434 apply_sign (op, tmp, 0);
2397 return 1; 2435 return 1;
2506 { 2544 {
2507 char buf[MAX_BUF]; 2545 char buf[MAX_BUF];
2508 timeofday_t tod; 2546 timeofday_t tod;
2509 2547
2510 get_tod (&tod); 2548 get_tod (&tod);
2549 op->play_sound (sound_find ("sound_clock"));
2550 op->statusmsg (format (
2511 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2551 "It is %d minute%s past %d o'clock %s",
2512 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2552 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2513 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2553 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2514 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2554 ));
2515 new_draw_info (NDI_UNIQUE, 0, op, buf);
2516 return 1; 2555 return 1;
2517 } 2556 }
2518 else 2557 else
2519 return 0; 2558 return 0;
2520 2559
2559int 2598int
2560player_apply (object *pl, object *op, int aflag, int quiet) 2599player_apply (object *pl, object *op, int aflag, int quiet)
2561{ 2600{
2562 int tmp; 2601 int tmp;
2563 2602
2564 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2603 if (op->env && (pl->move_type & MOVE_FLYING))
2565 { 2604 {
2566 /* player is flying and applying object not in inventory */ 2605 /* player is flying and applying object not in inventory */
2567 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2606 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2568 { 2607 {
2569 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2608 op->errormsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2570 return 0; 2609 return 0;
2571 } 2610 }
2572 } 2611 }
2573 2612
2574 pl->contr->last_used = op; 2613 pl->contr->last_used = op;
2575 2614
2576 tmp = manual_apply (pl, op, aflag); 2615 tmp = manual_apply (pl, op, aflag);
2577 if (!quiet) 2616 if (!quiet)
2578 { 2617 {
2579 if (tmp == 0) 2618 if (tmp == 0)
2580 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2619 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2581 else if (tmp == 2) 2620 else if (tmp == 2)
2582 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2621 op->errormsg ("You must get it first!\n");
2583 } 2622 }
2623
2584 return tmp; 2624 return tmp;
2585} 2625}
2586 2626
2587/** 2627/**
2588 * player_apply_below attempts to apply the object 'below' the player. 2628 * player_apply_below attempts to apply the object 'below' the player.
2663 { 2703 {
2664 pl->combat_ob = 0; 2704 pl->combat_ob = 0;
2665 who->change_weapon (pl->ranged_ob); 2705 who->change_weapon (pl->ranged_ob);
2666 } 2706 }
2667 2707
2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2708 who->statusmsg (format ("You unwield %s.", query_name (op)));
2669 2709
2670 change_abil (who, op); 2710 change_abil (who, op);
2671 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2711 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2672 break; 2712 break;
2673 2713
2674 case SKILL: 2714 case SKILL:
2675 if (who->contr) 2715 if (who->contr)
2676 { 2716 {
2677 if (!op->invisible) 2717 if (!op->invisible)
2678 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2718 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2679 else 2719 else
2680 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2720 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2681 } 2721 }
2682 2722
2683 change_abil (who, op); 2723 change_abil (who, op);
2684 CLEAR_FLAG (who, FLAG_READY_SKILL); 2724 CLEAR_FLAG (who, FLAG_READY_SKILL);
2685 break; 2725 break;
2692 case GLOVES: 2732 case GLOVES:
2693 case AMULET: 2733 case AMULET:
2694 case GIRDLE: 2734 case GIRDLE:
2695 case BRACERS: 2735 case BRACERS:
2696 case CLOAK: 2736 case CLOAK:
2697 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2737 who->statusmsg (format ("You unwear %s.", query_name (op)));
2698 change_abil (who, op); 2738 change_abil (who, op);
2699 break; 2739 break;
2700 2740
2701 case LAMP: 2741 case LAMP:
2702 { 2742 {
2703 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2743 who->statusmsg (format ("You turn off your %s.", &op->name));
2704 2744
2705 object *tmp2 = arch_to_object (op->other_arch); 2745 object *tmp2 = arch_to_object (op->other_arch);
2706 tmp2->x = op->x; 2746 tmp2->x = op->x;
2707 tmp2->y = op->y; 2747 tmp2->y = op->y;
2708 tmp2->map = op->map; 2748 tmp2->map = op->map;
2723 2763
2724 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2764 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2725 { 2765 {
2726 if (who->contr) 2766 if (who->contr)
2727 { 2767 {
2728 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2768 who->errormsg ("Oops, it feels deadly cold!");
2729 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2769 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2730 } 2770 }
2731 } 2771 }
2732 2772
2733 if (who->contr) 2773 if (who->contr)
2746 { 2786 {
2747 pl->ranged_ob = 0; 2787 pl->ranged_ob = 0;
2748 who->change_weapon (pl->combat_ob); 2788 who->change_weapon (pl->combat_ob);
2749 } 2789 }
2750 2790
2751 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2791 who->statusmsg (format ("You unready %s.", query_name (op)));
2752 } 2792 }
2753 else 2793 else
2754 { 2794 {
2755 who->change_skill (0); 2795 who->change_skill (0);
2756 2796
2762 2802
2763 break; 2803 break;
2764 2804
2765 case BUILDER: 2805 case BUILDER:
2766 if (who->contr) 2806 if (who->contr)
2767 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2807 who->statusmsg (format ("You unready %s.", query_name (op)));
2768 break; 2808 break;
2769 2809
2770 default: 2810 default:
2771 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2811 who->statusmsg (format ("You unapply %s.", query_name (op)));
2772 break; 2812 break;
2773 } 2813 }
2774 2814
2775 who->update_stats (); 2815 who->update_stats ();
2776 2816
2828 * Returns 0 on success, returns 1 if there is some problem. 2868 * Returns 0 on success, returns 1 if there is some problem.
2829 * if aflags is AP_PRINT, we instead print out waht to unapply 2869 * if aflags is AP_PRINT, we instead print out waht to unapply
2830 * instead of doing it. This is a lot less code than having 2870 * instead of doing it. This is a lot less code than having
2831 * another function that does just that. 2871 * another function that does just that.
2832 */ 2872 */
2873
2874#define CANNOT_REMOVE_CURSED \
2875 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2876 "Praying over an altar, scrolls of remove curse/damnation, " \
2877 "priests or even other players might help.>"
2878
2833int 2879int
2834unapply_for_ob (object *who, object *op, int aflags) 2880unapply_for_ob (object *who, object *op, int aflags)
2835{ 2881{
2836 if (op->is_range ()) 2882 if (op->is_range ())
2837 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2883 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2847 { 2893 {
2848 /* In this case, we want to try and remove a cursed item. 2894 /* In this case, we want to try and remove a cursed item.
2849 * While we know it won't work, we want unapply_special to 2895 * While we know it won't work, we want unapply_special to
2850 * at least generate the message. 2896 * at least generate the message.
2851 */ 2897 */
2852 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp)); 2898 new_draw_info_format (NDI_UNIQUE, 0, who,
2899 "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2900 query_name (tmp));
2853 return 1; 2901 return 1;
2854 } 2902 }
2855 2903
2856 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2904 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2857 { 2905 {
2891 /* Cursed item that we can't unequip - tell the player. 2939 /* Cursed item that we can't unequip - tell the player.
2892 * Note this could be annoying if this is just one of a few, 2940 * Note this could be annoying if this is just one of a few,
2893 * so it may not be critical (eg, putting on a ring and you have 2941 * so it may not be critical (eg, putting on a ring and you have
2894 * one cursed ring.) 2942 * one cursed ring.)
2895 */ 2943 */
2896 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2944 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2897 } 2945 }
2898 2946
2899 last = tmp->below; 2947 last = tmp->below;
2900 } 2948 }
2901 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2949 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3054 * 3102 *
3055 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3103 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3056 * 3104 *
3057 * apply_special() doesn't check for unpaid items. 3105 * apply_special() doesn't check for unpaid items.
3058 */ 3106 */
3107
3108#define LACK_ITEM_POWER \
3109 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3110
3059int 3111int
3060apply_special (object *who, object *op, int aflags) 3112apply_special (object *who, object *op, int aflags)
3061{ 3113{
3062 int basic_flag = aflags & AP_BASIC_FLAGS; 3114 int basic_flag = aflags & AP_BASIC_FLAGS;
3063 object *tmp, *tmp2, *skop = NULL; 3115 object *tmp, *tmp2, *skop = NULL;
3078 if (basic_flag == AP_APPLY) 3130 if (basic_flag == AP_APPLY)
3079 return 0; 3131 return 0;
3080 3132
3081 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3133 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3082 { 3134 {
3083 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op)); 3135 new_draw_info_format (NDI_UNIQUE, 0, who,
3136 "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3137 query_name (op));
3084 return 1; 3138 return 1;
3085 } 3139 }
3086 3140
3087 return unapply_special (who, op, aflags); 3141 return unapply_special (who, op, aflags);
3088 } 3142 }
3104 /* Can't just apply this object. Lets see what not and what to do */ 3158 /* Can't just apply this object. Lets see what not and what to do */
3105 if (int i = can_apply_object (who, op)) 3159 if (int i = can_apply_object (who, op))
3106 { 3160 {
3107 if (i & CAN_APPLY_NEVER) 3161 if (i & CAN_APPLY_NEVER)
3108 { 3162 {
3109 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3163 new_draw_info_format (NDI_UNIQUE, 0, who,
3164 "You don't have the body to use a %s. H<You can never apply this item.>",
3165 query_name (op));
3110 return 1; 3166 return 1;
3111 } 3167 }
3112 else if (i & CAN_APPLY_RESTRICTION) 3168 else if (i & CAN_APPLY_RESTRICTION)
3113 { 3169 {
3114 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3170 new_draw_info_format (NDI_UNIQUE, 0, who,
3171 "You have a prohibition against using a %s. "
3172 "H<Your belief, profession or class prevents you from applying this item.>",
3173 query_name (op));
3115 return 1; 3174 return 1;
3116 } 3175 }
3117 3176
3118 if (who->type != PLAYER) 3177 if (who->type != PLAYER)
3119 { 3178 {
3154 if (who->type == PLAYER 3213 if (who->type == PLAYER
3155 && op->item_power 3214 && op->item_power
3156 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) 3215 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3157 { 3216 {
3158 new_draw_info (NDI_UNIQUE, 0, who, 3217 new_draw_info (NDI_UNIQUE, 0, who,
3159 "Equipping that combined with other items would consume your soul! " 3218 "Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3160 "[use the skills command to check your available item power]");
3161 return 1; 3219 return 1;
3162 } 3220 }
3163 3221
3164 /* Ok. We are now at the state where we can apply the new object. 3222 /* Ok. We are now at the state where we can apply the new object.
3165 * Note that we don't have the checks for can_use_... 3223 * Note that we don't have the checks for can_use_...
3177 { 3235 {
3178 case WEAPON: 3236 case WEAPON:
3179 if (!check_weapon_power (who, op->last_eat)) 3237 if (!check_weapon_power (who, op->last_eat))
3180 { 3238 {
3181 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. " 3239 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3182 "It would consume your soul!."); 3240 "It would consume your soul!." LACK_ITEM_POWER);
3183 3241
3184 if (tmp) 3242 if (tmp)
3185 insert_ob_in_ob (tmp, who); 3243 insert_ob_in_ob (tmp, who);
3186 3244
3187 return 1; 3245 return 1;
3191 // i.e. "R" can use Ragnarok's sword. 3249 // i.e. "R" can use Ragnarok's sword.
3192 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3250 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3193 { 3251 {
3194 /* if the weapon does not have the name as the character, can't use it. */ 3252 /* if the weapon does not have the name as the character, can't use it. */
3195 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3253 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3196 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3254 new_draw_info (NDI_UNIQUE, 0, who,
3255 "The weapon does not recognize you as its owner. "
3256 "H<Its name indicates that it belongs to somebody else.>");
3197 3257
3198 if (tmp) 3258 if (tmp)
3199 insert_ob_in_ob (tmp, who); 3259 insert_ob_in_ob (tmp, who);
3200 3260
3201 return 1; 3261 return 1;
3235 break; 3295 break;
3236 3296
3237 case LAMP: 3297 case LAMP:
3238 if (op->stats.food < 1) 3298 if (op->stats.food < 1)
3239 { 3299 {
3240 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name); 3300 new_draw_info_format (NDI_UNIQUE, 0, who,
3301 "Your %s is out of fuel! "
3302 "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name);
3241 return 1; 3303 return 1;
3242 } 3304 }
3243 3305
3244 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3306 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3245 tmp2 = arch_to_object (op->other_arch); 3307 tmp2 = arch_to_object (op->other_arch);
3268 who->update_stats (); 3330 who->update_stats ();
3269 3331
3270 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3332 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3271 if (who->type == PLAYER) 3333 if (who->type == PLAYER)
3272 { 3334 {
3273 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3335 new_draw_info (NDI_UNIQUE, 0, who,
3336 "Oops, it feels deadly cold! "
3337 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3274 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3338 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3275 } 3339 }
3276 3340
3277 if (who->type == PLAYER) 3341 if (who->type == PLAYER)
3278 esrv_send_item (who, tmp2); 3342 esrv_send_item (who, tmp2);
3306 who->change_weapon (pl->combat_ob = item); 3370 who->change_weapon (pl->combat_ob = item);
3307 goto found_weapon; 3371 goto found_weapon;
3308 } 3372 }
3309 } 3373 }
3310 3374
3311 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill); 3375 new_draw_info_format (NDI_UNIQUE, 0, who,
3376 "You need to apply a '%s' melee weapon before readying this skill. "
3377 "H<Some skills need an item, in this case a melee weapon, to function.>",
3378 &op->skill);
3312 return 1; 3379 return 1;
3313 3380
3314 found_weapon:; 3381 found_weapon:;
3315 } 3382 }
3316 else 3383 else
3326 //TODO: bows should/must all have skill missile weapon right now 3393 //TODO: bows should/must all have skill missile weapon right now
3327 who->change_weapon (pl->ranged_ob = item); 3394 who->change_weapon (pl->ranged_ob = item);
3328 goto found_bow; 3395 goto found_bow;
3329 } 3396 }
3330 3397
3398 new_draw_info (NDI_UNIQUE, 0, who,
3331 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 3399 "You need to apply a missile weapon before readying this skill. "
3400 "H<Some skills need an item, in this case a missile weapon, to function.>");
3332 return 1; 3401 return 1;
3333 3402
3334 found_bow:; 3403 found_bow:;
3335 } 3404 }
3336 else 3405 else
3356 break; 3425 break;
3357 3426
3358 case BOW: 3427 case BOW:
3359 if (!check_weapon_power (who, op->last_eat)) 3428 if (!check_weapon_power (who, op->last_eat))
3360 { 3429 {
3361 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3430 new_draw_info (NDI_UNIQUE, 0, who,
3362 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3431 "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3363 3432
3364 if (tmp) 3433 if (tmp)
3365 insert_ob_in_ob (tmp, who); 3434 insert_ob_in_ob (tmp, who);
3366 3435
3367 return 1; 3436 return 1;
3368 } 3437 }
3369 3438
3370 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3439 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3371 { 3440 {
3372 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3441 new_draw_info (NDI_UNIQUE, 0, who,
3442 "The weapon does not recognize you as its owner. "
3443 "H<Its name indicates that it belongs to somebody else.>");
3373 if (tmp) 3444 if (tmp)
3374 insert_ob_in_ob (tmp, who); 3445 insert_ob_in_ob (tmp, who);
3375 3446
3376 return 1; 3447 return 1;
3377 } 3448 }
3445 */ 3516 */
3446 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3517 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3447 SET_FLAG (op, FLAG_BEEN_APPLIED); 3518 SET_FLAG (op, FLAG_BEEN_APPLIED);
3448 3519
3449 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3520 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3450 {
3451 if (who->type == PLAYER) 3521 if (who->type == PLAYER)
3452 { 3522 {
3453 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3523 new_draw_info (NDI_UNIQUE, 0, who,
3524 "Oops, it feels deadly cold! "
3525 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3454 SET_FLAG (op, FLAG_KNOWN_CURSED); 3526 SET_FLAG (op, FLAG_KNOWN_CURSED);
3455 } 3527 }
3456 }
3457 3528
3458 if (who->type == PLAYER) 3529 if (who->type == PLAYER)
3459 { 3530 {
3460 /* if multiple objects were applied, update both slots */ 3531 /* if multiple objects were applied, update both slots */
3461 if (tmp) 3532 if (tmp)
3470int 3541int
3471monster_apply_special (object *who, object *op, int aflags) 3542monster_apply_special (object *who, object *op, int aflags)
3472{ 3543{
3473 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3544 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3474 return 1; 3545 return 1;
3546
3475 return apply_special (who, op, aflags); 3547 return apply_special (who, op, aflags);
3476} 3548}
3477 3549
3478/** 3550/**
3479 * Map was just loaded, handle op's initialisation. 3551 * Map was just loaded, handle op's initialisation.
3805 3877
3806 if (failure <= -1 && failure > -15) 3878 if (failure <= -1 && failure > -15)
3807 { /* wonder */ 3879 { /* wonder */
3808 object *tmp; 3880 object *tmp;
3809 3881
3810 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3882 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!");
3811 tmp = get_archetype (SPELL_WONDER); 3883 tmp = get_archetype (SPELL_WONDER);
3812 cast_wonder (op, op, 0, tmp); 3884 cast_wonder (op, op, 0, tmp);
3813 tmp->destroy (); 3885 tmp->destroy ();
3814 } 3886 }
3815 else if (failure <= -15 && failure > -35) 3887 else if (failure <= -15 && failure > -35)
3955 char got[MAX_BUF]; 4027 char got[MAX_BUF];
3956 int len; 4028 int len;
3957 4029
3958 if (!pl || !transformer) 4030 if (!pl || !transformer)
3959 return; 4031 return;
4032
3960 marked = find_marked_object (pl); 4033 marked = find_marked_object (pl);
4034
3961 if (!marked) 4035 if (!marked)
3962 { 4036 {
3963 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4037 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3964 return; 4038 return;
3965 } 4039 }
4040
3966 if (!marked->slaying) 4041 if (!marked->slaying)
3967 { 4042 {
3968 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4043 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3969 return; 4044 return;
3970 } 4045 }
4046
3971 /* check whether they are compatible or not */ 4047 /* check whether they are compatible or not */
3972 find = strstr (marked->slaying, transformer->arch->archname); 4048 find = strstr (marked->slaying, transformer->arch->archname);
3973 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4049 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3974 { 4050 {
3975 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4051 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3976 return; 4052 return;
3977 } 4053 }
4054
3978 find += strlen (transformer->arch->archname) + 1; 4055 find += strlen (transformer->arch->archname) + 1;
3979 /* Item can be used, now find how many and what it yields */ 4056 /* Item can be used, now find how many and what it yields */
3980 if (isdigit (*(find))) 4057 if (isdigit (*(find)))
3981 { 4058 {
3982 yield = atoi (find); 4059 yield = atoi (find);
3991 4068
3992 while (isdigit (*find)) 4069 while (isdigit (*find))
3993 find++; 4070 find++;
3994 while (*find == ' ') 4071 while (*find == ' ')
3995 find++; 4072 find++;
4073
3996 memset (got, 0, MAX_BUF); 4074 memset (got, 0, MAX_BUF);
4075
3997 if ((separator = strchr (find, ';')) != NULL) 4076 if ((separator = strchr (find, ';')) != NULL)
3998 {
3999 len = separator - find; 4077 len = separator - find;
4000 }
4001 else 4078 else
4002 {
4003 len = strlen (find); 4079 len = strlen (find);
4004 } 4080
4005 if (len > MAX_BUF - 1) 4081 if (len > MAX_BUF - 1)
4006 len = MAX_BUF - 1; 4082 len = MAX_BUF - 1;
4083
4007 strcpy (got, find); 4084 strcpy (got, find);
4008 got[len] = '\0'; 4085 got[len] = '\0';
4009 4086
4010 /* Now create new item, remove used ones when required. */ 4087 /* Now create new item, remove used ones when required. */
4011 new_item = get_archetype (got); 4088 new_item = get_archetype (got);
4012 if (!new_item) 4089 if (!new_item)
4013 { 4090 {
4014 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4091 pl->errormsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4015 return; 4092 return;
4016 } 4093 }
4017 4094
4018 new_item->nrof = yield; 4095 new_item->nrof = yield;
4096
4019 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4097 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4098
4020 insert_ob_in_ob (new_item, pl); 4099 insert_ob_in_ob (new_item, pl);
4021 esrv_send_inventory (pl, pl); 4100 esrv_send_inventory (pl, pl);
4022 /* Eat up one item */ 4101 /* Eat up one item */
4023 decrease_ob_nr (marked, 1); 4102 decrease_ob_nr (marked, 1);
4103
4024 /* Eat one transformer if needed */ 4104 /* Eat one transformer if needed */
4025 if (transformer->stats.food) 4105 if (transformer->stats.food)
4026 if (--transformer->stats.food == 0) 4106 if (--transformer->stats.food == 0)
4027 decrease_ob_nr (transformer, 1); 4107 decrease_ob_nr (transformer, 1);
4028} 4108}
4109

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